Development Cycle Archive

Thread: Publish 9.3 Feedback thread... DECREASED STARPORT TIMES, Poison resists, etc.

Lotussutol
Tue Aug 10, 2004 8:24 am
#27






jefmes wrote:

Just because someone has to complain...


Decreased Starport times - gee, why don't we just add point to point teleportation into the game now, and we can explain it away as a massive physical disturbance in the Force!


I suppose this makes a lot of people happy...but I'd love to see your guy's plan for making Starship travel more desirable than the public transports if we're able to move around even more quickly on them! Smuggling (and I'm not a smuggler, never have been, just talking from a fictional POV) depends greatly on the difficulty in getting from point A to point B.


One change for good sometimes has repercussions down the line!






JTL may very well introduce the ability for smugglers to fly from any planet to any planet which will be cool for them.
Burr
Tue Aug 10, 2004 8:29 am
#28



Well the decreased Starport times is certainly a pleasant surprise. I'll take it.



----
Nothing personal..... it's just business...
BachhTearia
Tue Aug 10, 2004 8:37 am
#29

Disease/Poison Buffs


The Master Combat Medic profession has been hit hard by this new update. Why be a Master CM? What benefit is it now? The Doc profession is easier to complete and much, much more profitable! They are now becoming Godlike with these new skills. You sit all day/night at Starport selling buffs with a macro and rake in the credits! Now you have even another bufftoprofit from.If Master CM are only good for combat support and healing then they might as well just be Master Medics. Why not just eliminate the Master CM profession entirely if you're going to render us useless? I predict MANY more Master Doctors in the very near future.....frustrated Master CM are going to switch and start making credits instead of having to spend everything they have on resources and supplies entirely dependent upon tips or making and selling doc supplies to survive!



Breah Meah
Light Jedi
Lost in Space

KingLuka
Tue Aug 10, 2004 8:42 am
#30







JustG wrote:



Travel: Decreased starport wait times to 5 minutes!!


WOO HOO, Way to go, this is one thing that was long over due. I'm guessing this was the "something special" that you were referring to when you posted the patch had been delayed until today.



Combat: The resistance effectiveness of the Poison Resist & Disease Resist Buffs will reduce the chance of being affected by a poison or disease. There will always be a 5% chance of being affected and a 5% chance of resisting no matter how high the resistance or potency ratings get.


Does this mean, no matter how good or badof a resist buff I make, the end result will only be 5%? Just a little clarification, please.






Message Edited by KingLuka on 08-10-2004 10:44 AM



Kitkat Egeap
*A Renraku Memory*
nolan007
Tue Aug 10, 2004 8:44 am
#31






BachhTearia wrote:

Disease/Poison Buffs


The Master Combat Medic profession has been hit hard by this new update. Why be a Master CM? What benefit is it now? The Doc profession is easier to complete and much, much more profitable! They are now becoming Godlike with these new skills. You sit all day/night at Starport selling buffs with a macro and rake in the credits! Now you have even another bufftoprofit from.If Master CM are only good for combat support and healing then they might as well just be Master Medics. Why not just eliminate the Master CM profession entirely if you're going to render us useless? I predict MANY more Master Doctors in the very near future.....frustrated Master CM are going to switch and start making credits instead of having to spend everything they have on resources and supplies entirely dependent upon tips or making and selling doc supplies to survive!








If there aremany more master doctors, then the buff lines will be much shorter... and we can catch a starport flight 5 minutes later.


That sounds good to me!



The issue is that Combat medics didn't have a reasonable counter. Also, 1 Combat Medic could "turn the tide" on any Star Wars GCW event. This problem should have been fixed November 2003.







~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=
Star Wars vs. Star Wars Galaxies
(Revised 07.07.05)

( Maybe one day these ideas will be considered or implemented. Bump it, please? )

ThorsAnvil
Tue Aug 10, 2004 8:44 am
#32






BachhTearia wrote:

Disease/Poison Buffs


The Master Combat Medic profession has been hit hard by this new update. Why be a Master CM? What benefit is it now? The Doc profession is easier to complete and much, much more profitable! They are now becoming Godlike with these new skills. You sit all day/night at Starport selling buffs with a macro and rake in the credits! Now you have even another bufftoprofit from.If Master CM are only good for combat support and healing then they might as well just be Master Medics. Why not just eliminate the Master CM profession entirely if you're going to render us useless? I predict MANY more Master Doctors in the very near future.....frustrated Master CM are going to switch and start making credits instead of having to spend everything they have on resources and supplies entirely dependent upon tips or making and selling doc supplies to survive!






Have you even check the effect before you started whining about it? I havent, but jez. some people whine like its a gut reaction to any change.


Look at it this way, it was put in because people believed it was a balance problem. if its too effective, it will be tweaked. will probably take a year before it happens just like it did to fix the issue to beggin with.


8P



Understand JEDI EXP (exp based on normalized kills)

Master Elite Prof 3,891,000 exp / 4200 exp = 926 Rancors for Master Elite anything
Master LightSaber 15,280,000 exp / 1000 exp = 15280 Rancors for Master LS
Eraint
Tue Aug 10, 2004 8:44 am
#33

Good news.

See how happy people are when you listen and give them the things they want? The starpoint/cm/doc was one of the best fixes yet.



Llew Eraint-Corbantis:Master Rifleman/Master Swordsman:
Ohock Backnaru-Corbantis: 10 pt Master WS/Merchant: Loot Vendor, Melee Sliced and unsliced Weapons -171, -5796 Corellia, South of Coronet
Terlo
Tue Aug 10, 2004 8:44 am
#34






JustG wrote:



Travel: Decreased starport wait times to 5 minutes!!


Message Edited by JustG on 08-10-200408:07 AM












Terlo
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Monkeydeath
Tue Aug 10, 2004 8:44 am
#35

Thank you, thank you. Feels some love from the Dev's. Decreasing starport wait times is AWESOME idea.

Thanks

/hug
nolan007
Tue Aug 10, 2004 8:46 am
#36






KingLuka wrote:







JustG wrote:



Travel: Decreased starport wait times to 5 minutes!!


WOO HOO, Way to go, this is one thing that was long over due. I'm guessing this was the "something special" that you were referring to when you posted the patch had been delayed until today.



Combat: The resistance effectiveness of the Poison Resist & Disease Resist Buffs will reduce the chance of being affected by a poison or disease. There will always be a 5% chance of being affected and a 5% chance of resisting no matter how high the resistance or potency ratings get.


Does this mean, no matter how good or badof a resist buff I make, the end result will only be 5%? Just a little clarification, please.







Message Edited by KingLuka on 08-10-2004 10:44 AM





I believe this means that players will always have a small chance to be affected... so no more "NEVER happens to me" situations for most things in Star Wars Galaxies (such as I never get hit by ranged weapons, etc.).






~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=
Star Wars vs. Star Wars Galaxies
(Revised 07.07.05)

( Maybe one day these ideas will be considered or implemented. Bump it, please? )

GabrielsSword
Tue Aug 10, 2004 8:46 am
#37

Glad to see the decreased wait times and some tools to fight a CM. Now I'd like to see them get rid of the dependencies of doctor and entertainer buffs for PvP causing huge lines. Could you imagine Han, Leia, Luke, and Chewey waiting in a long line for a buff before the battle on Endor.....it's just plain stupid.

Message Edited by GabrielsSword on 08-10-2004 11:48 AM



3 Accounts Cancelled
KingLuka
Tue Aug 10, 2004 8:51 am
#38






nolan007 wrote:





KingLuka wrote:







JustG wrote:



Travel: Decreased starport wait times to 5 minutes!!


WOO HOO, Way to go, this is one thing that was long over due. I'm guessing this was the "something special" that you were referring to when you posted the patch had been delayed until today.



Combat: The resistance effectiveness of the Poison Resist & Disease Resist Buffs will reduce the chance of being affected by a poison or disease. There will always be a 5% chance of being affected and a 5% chance of resisting no matter how high the resistance or potency ratings get.


Does this mean, no matter how good or badof a resist buff I make, the end result will only be 5%? Just a little clarification, please.







Message Edited by KingLuka on 08-10-2004 10:44 AM





I believe this means that players will always have a small chance to be affected... so no more "NEVER happens to me" situations for most things in Star Wars Galaxies (such as I never get hit by ranged weapons, etc.).










Thanks for the response. That's what I thought, but... knowing how some things wind up, i wanted to ask.



Either way, GOOD JOB DEVs




Kitkat Egeap
*A Renraku Memory*
speardancer
Tue Aug 10, 2004 8:51 am
#39



KingLuka wrote:


JustG wrote:

Travel: Decreased starport wait times to 5 minutes!!

WOO HOO, Way to go, this is one thing that was long over due. I'm guessing this was the "something special" that you were referring to when you posted the patch had been delayed until today.

Combat: The resistance effectiveness of the Poison Resist & Disease Resist Buffs will reduce the chance of being affected by a poison or disease. There will always be a 5% chance of being affected and a 5% chance of resisting no matter how high the resistance or potency ratings get.

Does this mean, no matter how good or bad of a resist buff I make, the end result will only be 5%? Just a little clarification, please.



Message Edited by KingLuka on 08-10-2004 10:44 AM





It basicly means that with the highest resist, and lowest potency on the poison/disease, you'll still have a 5% chance of it sticking, instead of 0%. And on the flip side, with the highest potency poison/disease, and no resists, you still have a 5% chance of resisting.

Like someone else said, removes the "always hit" or "never hit" situations.



Speardancer Master Artisian, Shipwright and 12pt Armorsmith *cancelation pending*
Garlyn, Master Tailor and 11pt Chef *Canceled, last day Apr. 24th*
Motas, Master Scout and Carbineer *Canceled, last day June 16th
*Waited 1 year for a combat fix, and all I got was this lousy T-Shirt*
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